Sip and Read!

What’s better than reading the newest and greatest books?

Eating, drinking, talking and getting FREE BOOKS while you’re doing it!

We all know as busy teachers that we NEED to gather new books and resources to engage our students in inquiry, introduce or consolidate ideas and concepts, or simply to immerse them in worlds other than their own.

Yet finding the time to do so can feel challenging.

In step the librarians!

We adore curating resources for teachers – it’s our superpower – and we are the best book pushers on the planet. With over 50 boxes of spectacular new books arriving so far this school year, we knew we had to get them in teachers’ hands, STAT!

Thanks to this week’s staff development time being dedicated to team time, each of the grade levels had purposely allocated time to head on down to the library to feast upon hundreds of the latest arrivals to our collection.

The delicious drinks (served in wine glasses to make us feel a bit fancier) and snacks (thanks to charity bakery, Bread of Life,) helped relax the atmosphere further.

Once bellies were filled, and the book shopping began, you could see shoulders relaxing and people losing themselves in beautiful texts.

Teachers flowed through areas showcasing beautiful picture books aimed at our youngest learners, introductory non-fiction texts and onto challenging and engaging sophisticated picture books and narrative non-fiction.

Deeper into the library were tables highlighting perfect read alouds, the perennial favorites in graphic novels and almost 200 genrified chapter books. Along the tops of the non-fiction bookshelves were new books that were purchased to match grade level inquiry units and Writer’s Workshop units.

    

But there was more!

Along the edge of the library were new high interest non-fiction books across all topics and ages and projected in one of the teaching spaces was the QR code for teachers to sign up to RB Digital for both student and faculty magazines and newspapers.

Finally, SWAG! (Who doesn’t love free stuff??)

On the way out the door, teachers were encouraged to take two gifts:

  • 8-10 titles from past Panda Book Award lists to add to their classroom libraries (they had just been deleted from the Teacher Resource Center),
  • Three posters of QR codes, curated for their specific grade level: search engines, royalty free images, and databases.

It was an incredible opportunity for us to connect with the teams we support, and to show them the ways new resources can complement their teaching. What a joy it was to have quiet, relaxed conversations about powerful books that have the potential to move students’ ideas and hearts. What a privilege it was to flesh out possible provocations for upcoming inquiry units and to provide easy and efficient ways to ensure ethical uses of information. 

Perhaps most happily of all was hearing teachers genuinely appreciate the dedicated time to relish browsing and borrowing without the need to simultaneously supervise students.

We always have chocolate, we always have ideas, we always have books, and we will always make time.

Come visit us!

Personalized Learning through the Passion Project

Image Credit: I can still be a kid sometimes  by Austin, a Fall 2017 Passion Project student

ISB has made a commitment to personalized learning as one of our Strategic Initiatives.

Personalized Learning is offering a variety of student opportunities and resources that fosters students’ learning, allowing them to design learning experiences based on their own interests, curiosities and competencies. In our high school, there are many different pathways and course selections for students to gain knowledge, skills and foster L21 skills.  The Passion Project course is an opportunity for students to design their own learning for a semester.
This course description is as follows:

The Passion Project is a dynamic approach to learning in which students explore passions, problems and opportunities and follow the ISB Design Process in a hands-on approach to create a product, event or system.
In this innovative course, students design and complete an individual project that is geared to their particular interests, aptitude, needs, and desired outcomes. This self-directed study could take many forms. The Passion Project aims to provide students with the opportunity to find, develop, and experience a passionate endeavor.

This is an amazing opportunity for students to follow their passions with the guidance and mentoring of a teacher.  This allows students time in their schedule to work on their Passion Project, reflect, and conference with the facilitator.
Students use a design thinking mindset, guided by the ISB Design Process to over the course of a semester to achieve their goal. Using the scaffolding of the ISB Design Process students inquire, develop their ideas, plan, create and seek feedback to improve their process and product.

At the end of the semester, students will choose their own way to share their products and learning.  This can be as simple as meeting with a few teachers or their parents to share their work.  This could also be much bigger where students could present at an assembly or for another audience in our community.
Students post their weekly progress on their blogs and are always seeking feedback, inspiration and ideas from our larger community.  Please be a part of our students’ learning journey as they document their Passion Project through process journals. We encourage you to comment on their blog posts through: questioning, advice, suggestions, and any other constructive feedback.
Here are our semester 1 Passion Project students this year:
Austin’s Passion Project process journal   – His goal is to publish a book of his comics
Maggie’s Passion Project process journal   – Her goal is to create a portfolio of her illustrations for stage design
Tiger’s Passion Project process journal   – His goal is to raise and potential breed bearded dragons
Sarah’s Passion Project process journal   – Her goal is to design and publish a graphic novel based on mental health for teens
Jane’s Passion Project process journal  – Her goal is to write and publish a novel

OneDay 2017

At ISB, OneDay is a day in which middle school students can design their learning.  OneDay gives students the time to follow their passions and individually personalize their learning for the day.  Teachers facilitated the process throughout the month of January during homeroom Mentoring time to help students follow the ISB Design Process to create a goal, investigate, design their day and plan.

It is amazing to walk around the middle school on OneDay as students take learning into their own hands.  They were engaged on the sports fields and gyms,

in the kitchen,

in the band rooms,

art rooms,

makerspaces,

hovered around laptops collaborating

and were nestled in cubbies as they typed fan fiction.

 
We want to continue to improve OneDay and will work on a feedback session with middle school teachers in an upcoming faculty meeting.  Please feel free to add any suggestions in the comments.
I’d also love the idea of a OneDay as a PD model.  It would be difficult for me to decide what I would do that day, but I think it’d be a good exercise for teachers to take ownership of their own learning and also experience what the students did as they prepare for OneDay.
For more OneDay projects, check out the ISB OneDay Blog.

Learning to Learn with a MakerSpace

I found this great blog post about MakerSpaces. Please have a read and write your comments below.

Making, Maker Centred Learning and STEAM fit neatly alongside Inquiry Based Learning (IBL) for many schools. Commonly this approach includes a constructivist view of knowledge and teachers seek to establish conditions which allow students to explore questions and ideas with greater independence than may occur in the traditional classroom.  Learning becomes a collaborative partnership between teachers and students with a clear focus on a learner centric approach. These core beliefs are enacted through a combination of scaffolds such as those developed from the research of Harvard’s ‘Project Zero’ where cultural forces, thinking routines, and an awareness of habits of mind focus the learner’s efforts on developing positive dispositions for learning while building deep understandings. In such an approach to learning Making becomes a pathway to developing the dispositions required for success in the 21st Century and a way of demonstrating one’s competence within a creative and collaborative environment.
This philosophy of teaching and learning has significant implications for the nature of inquiry and Making in schools. Student projects are developed as responses to the problems, wonderings and questions which result from the student led inquiry process. The long-term goal is that students become effective and tenacious problem finders and solvers and this requires that students have a sufficient degree of freedom to identify the problems and subsequent projects which they explore within the necessary constraints of the curriculum. Success in this goal is indicated by the degree of autonomy evident in the student’s projects; the deviation from the norm present in each response and the variety of processes used in achieving a final solution. This brings challenges in terms of resources, project management, time-frames, lesson planning, assessment and evaluation. For teachers with experience in a traditional classroom each of these challenges require an adjustment to not only how they teach (pedagogy) but to how they perceive and value what they teach (curriculum) and significantly the place that assessment has in the teaching/learning cycle. This shift most critically requires teachers to place greater value on the processes of learning (the capacity for empathy, collaboration, critical thinking and creativity their students develop) rather than the product produced or the knowledge retained. This is made increasingly difficult given the current quantitative assessment and accountability frame through which educators, schools and systems are evaluated.
A MakerSpace brings with it new affordances and this is reflected in the projects undertaken by students. The most significant use of the space that I share with my teaching team thus far has been that associated with the Year Six, ‘Personal Passion Projects’. In this, students are given time across a semester to develop a project that extends their interest in a personal passion. Many of the projects undertaken included an aspect of making as a way of concluding the project and sharing a solution to a problem defined through the initial planning phases of the project; the ‘Why?’, ‘What if?’ and ‘How might?’ questions that students started with. The diversity of Maker Centred projects undertaken was significant and included items of furniture, mixed material artworks, clothing/fashion projects, sporting equipment, instruments, games/toys and basic electronics. With this diversity came the use of a wide range of materials, processes, tools and subsequent skill development.
This diversity shone a light on the challenges to pedagogy, curriculum and assessment identified above which result when students are given autonomy in their pursuit of inquiry based learning but this was largely overcome by measuring the success of each project against the broader skills which were involved. In each case the student projects offered clear evidence of learning associated with project management, problem solving, application of a design process, attention to detail, critical thinking, creativity, collaboration and communication. Teachers quickly found that they became ‘insiders’ with students on the projects and from this perspective as co-learners and collaborators a very clear view of the learning that was achieved by each student was evident. In many respects the Maker Centred Learning environment is an opportunity to make visible the student’s ability to take charge of the inquiry process and all that it entails from initial ideation to concluding performance of understanding.
Parallel to the development of the ‘Makerspace’ has been the enhancements made to the ‘Media Lab’. While the Makerspace supports projects which are large and messy, the Media Lab caters for projects which are born out of digital explorations and designs. The addition of two 3D Printers to this space and a campus wide subscription to Makers’ Empire has allowed Year Five students to include a maker aspect to their study of ‘Space Exploration’. Using the Makers’ Empire students design vehicles and environments that reflect their understanding of the challenges of exploring other worlds. The designs are 3D printed and students use these as they explain their research and understanding to an audience of parents and peers. A similar process was undertaken by Year Six students who used the software to create models of great buildings from the cities they studied in Term Three. In this instance the technology was supporting student understanding of mathematical concepts such as 3D Shape, scale and ratio. Two laser cutters are also available and it is hoped they will play a larger part in Making projects throughout 2017 as students explore options for the accurate cutting and engraving of lightweight materials with CNC accuracy.
Working with younger students, the level of scaffolding required for effective learning increases and with this the degree of autonomy offered seemingly decreases. Working with sticks, leaves, soil and recycled cardboard, students in Year Four have explored the construction of houses from the Australia of the mid to late 1800s. The use of common materials and methods resulted in projects with many common elements and presentation. Looking more closely and listening to students explain their designs and the processes they used reveal that even here students have brought individuality to the projects and achieved varied learning goals. Bringing Making to the younger years as an introduction to Maker Centred Learning, Design Thinking and as an extension of existing models for ‘play’ with loose and found materials should serve to strengthen what students are capable of producing as they move into Stage Three and beyond.
A current limitation to the projects undertaken in the Makerspace is that created by the knowledge, skills, imagining and comfort level of the teachers and students using it. Presently there is a bias towards projects which use timber and associated construction methods; advanced craft projects with additional tools and jointing methods. Some projects extend this into the use of plastics and composite materials (fiberglass) and there is some limited exploration of electronics including the use of ‘Littlebits’. This bias results from a variety of factors but most notably from teacher expertise and familiarity and the influence that early starters have on the projects which other students subsequently mimic. This bias has been identified and efforts will be made in 2017 to broaden teacher understandings of the sort of projects which can be attempted in the hope that this filters into the ideas explored by students. Late in 2016 the Year Six teaching team attended a workshop offered by ICT Educators NSW on the use of Arduino boards and other forms of physical computing within Maker Centred Learning as an evaluation and initial exploration of this for inclusion in student projects throughout 2017. While this offers new possibilities and would allow Making to move into new areas such as Internet of Things (IOT), data harvesting and automation it brings with it a need for greater professional development and new costs in providing suitable development boards and ancillary equipment.
The question of how to fund Maker Centred Learning in schools requires consideration. The materials used in many cases cannot be re-used and in essence become the property or valued trash of the students. Particularly where students are not creating the same product, where they are using widely differing materials, and where they may require relatively expensive materials the question of how this is to be funded cannot be easily answered. Providing a pool of resources to be used is a partial solution but ensuring equitable access to this brings new difficulties. Equity issues are exacerbated when the quality of the finished work is a consequence of the materials to which the student has access and even though teachers are evaluating the processes and thinking behind the product the final display is judged by its audience as an amalgamation of inputs both human and physical.
In looking for evidence of successful STEAM and Maker Centred Learning projects in the wider community there is evidence that many schools are not offering students significant autonomy in how they respond to or develop design challenges. While there are interesting projects being undertaken, the final results often have a very similar look and feel. Instead of an inquiry process driven by student questions, that results in a diversity of ideas, the projects on show resemble colour by number artworks where the real thinking and learning occurred before the students become involved. It is also disappointing to note that very few of the STEAM projects involve the unique DNA of each discipline. Rather than a rich intermingling of ideas revealed by a multitude of lenses, STEAM projects can frequently be typified as amusing technology or simple engineering projects. An important goal for the Maker Movement and STEAM will be to ensure student projects are driven by student ideas and require them to embrace the values and value of each discipline under the unifying umbrella of STEAM.
 
By Nigel Coutts

A STEAM Idea

arduino_unoFor quite a few years’ people have been talking about STEM. If you have not heard of it yet STEM stands for the integration of Science, Technology, Engineering and Math. Then the A was added a few years ago to make it STEAM with the “A” being the Arts. There has been a lot of talk about how to make this work in the classroom as well as finding ways it can be integrated into the curriculum. For some teachers the hard part is finding a project, unit or material that has all those elements in a unit. You might do well to have two or three of the STEAM components touching on a project but not them all. The search to find that right project is daunting If you Google STEAM units you will will come up with many. Where to start you might ask? Well I am here to tell you that I have one solution. I have a little electronics board that might hold the key to a STEAM program that could be used not with one unit, project or PBL but one that might follow with a student from mid elementary school right up to high school.
What am I talking about is an electronics board called an Arduino. A silly name yes but an extremely powerful electronic device that can be used in an infinite number of projects. A basic Arduino board has 14 inputs and outputs that you can connect hundreds of things to it. Your choice of add-ons ranges from many different kinds of motors to move things like robots. you can also add sensors that can detect motion, lights, sound, or a button to name just a few of the many sensors you could choose from. As well you can connect your computer to an Arduino that will accept input from your computer to the Arduino and from the Arduino back to the computer. The simple Arduino can even connect to the internet, Wi-Fi, and Bluetooth. Allowing your control your Arduino with many portable devices. I can even control my Arduino from my computer without having to be in the same room with it.
But wait how do you get it to understand all of this? Built into the Arduino is a programming language that would do us all good to learn. You write the program on your computer and then send it to the Arduino to run. I know I said that even elementary students could build things using the Arduino and they can. The folks at Scratch have created easy to use block type programming that makes programming the Arduino simple and quick. Others have picked up on the block type programing language and now there is about 4 easy to use programing environments for young students to use.
The best part about an Arduino is the cost. A basic board can cost as little as 50 RMB and a kit with ten or so parts including sensors electronics parts wires and more.  This kit will get you going and the price is about 250 RMB. That is cheep enough that every student in your class could have one of there very own. As well that basic kit could get any willing teacher or team a start at looking at ways to build a new STEAM unit or using it to integrate into an existing unit.
The Arduino is all about programming, building circuits, learning about electronics, building the things that go with or around the Arduino and its components, sensors, motors and much more. That looks like all a great STEAM program needs I would say. Wait what about that A in STEAM how does it fit into this? Well believe it or not the Arduino got it start by and for artists. As a mater of fact when you write a program for the Arduino it is called a sketch. The are now whole programs in University teaching art students how to use the Arduino. The courses are called Physical Computing and artists all over the world are using them in amazing art shows. Look up Physical Computing and you will be amazing what this little board can do in the hands of a talented artist.
The Arduino can be made to control many different things. I myself have used them in my robotics projects in Grade 4 unit on systems. Besides that, I have made many other personal projects using sensors, LEDs, making noise, and telling me when my plants needed watering. I have used them in projects that interfaced with my iPad and Android Phone as well. The possibilities are endless where you could use an Arduino. I myself have just scratched the surface of the many projects available.  Some of the first personal 3D printers used an Arduino to control it.
Ok by now your thinking you might try this thing out but wait what about the common core standards or the new Science Standard. I will admit there is not much out there as of yet but I know you are a teacher that likes to be on the cutting edge and this is just the place for you. I am happy to sit down with teachers and talk where this mighty device will fit in. I am happy to tell you all I know about the many different ways an Arduino can be used in the classroom.
If this has perked your interest in STEAM integration Let’s Talk!

mBot-13Randy Stadham

Resources:
Main Arduino web site
https://www.arduino.cc/
Different ways to program using Block code:
ArduBlock
Blocky Code
Scratch for Arduino
Tutorials on YouTube


https://www.youtube.com/results?search_query=arduino+ardublock

Bang for Blogs

Post by: Pim Arora
At ISB, all middle and high school students have WordPress blogs.  In the elementary school, upper elementary students also use WordPress, while younger students utilize private blogs as an online portfolio.  This format allows parents to see their child’s development over the course of the year.  The school places an emphasis on students using blogs creatively to showcase their learning. However, we also want to ensure that they are using these online tools safely. The ISB Publications Protocol outlines privacy policies and blogging expectations for both students and teachers.

In the middle school, blogs are a great way for students and teachers to connect. It can serve as the hub of the class.

Teachers can use a blog to provide clarification on assignments, as a place for students to submit work, as a way to communicate updates or reminders for parents and students, and as a place for students to peer review work. This Edudemic  article details additional ways teachers can use blogging in their classrooms. Just recently, a student in our 8th grade student tagged an author in her blog and the author responded to the student’s post. This was a great surprise to the class and a awesome example to the other students to get active on their blogs.

As students move into high school, they may want to use the blog to “brand” themselves or as a place to showcase their work.  Blogs can be a repository for many things: writing, art, music, and/or multimedia presentations.  Online portfolios like this can be helpful when applying to colleges or universities.  Access to a student’s blog allows admissions representatives to get a much more comprehensive view of the student. Screen Shot 2015-12-04 at 14.17.00 After a student leaves ISB, he/she can migrate their work from the WordPress blog to a new platform to ensure ongoing access.

Blogs aren’t just for students. In addition to the ways that teachers can use blogs in the classroom, there are many other personal and professional ways to utilize blogging. Just as students can use a blog to showcase their work when applying to university, teachers can also use blogs when recruiting.  By uploading sample assignments, classroom videos and other artifacts, teachers are able to provide potential employers with a realistic view of their teaching style and expertise.  Blogging is also an easy way to connect with like-minded individuals or learn more about the latest innovations in your field. Finally, a personal blog is a super way for expats to document their adventures and share these experiences with far flung friends and family.
Some tips for blogging include:

  • Blog as yourself or take on a consistent character
  • Blog responsibly, this a live publication
  • Blog regularly
  • Share your blog on social media
  • Use correct grammar in your creative writing
  • Know your audience

References to popular student and teacher blogs:
http://edublogawards.com/2013awards/best-student-blog-2013/
http://www.degreesource.com/top-10-influential-student-bloggers/
http://edublogawards.com/2014-awards/best-teacher-blog-2014/

What Can an iPad Do That a Laptop Can’t?

Posted by Elvina Tong
Two school years ago, kindergarten began using 1:1 iPads in the classroom, with one Grade 1 class piloting 1:1. The following year, Grade 1 went fully 1:1 iPad and had done away with their laptops. This past spring, Grade 2 also moved to a 1:1 iPad model. And now, Grades 3 and 4 are looking at the pros and cons of making the switch as well. In addition, these year, we have 78 iPads in the middle/high school library for those teachers to borrow on a project basis.
Middle and high school teachers, you may be wondering, if my students already have a laptop, why would I need to borrow iPads? What can an iPad do that a laptop can’t? Isn’t it easier to type on a keyboard? Great questions.
I’m not going to pretend that there is a whole lot the iPad can do that a laptop can’t do. But the iPad does it so much more effortlessly. Contrary to what we adults use our tablets and smartphones for, there are actually lots of ways students can use iPads to create content seamlessly, quickly and without too much of a learning curve.
Creation vs. Consumption

Telling a story with the story mountain and ShowMe app.
Telling a story with the story mountain and ShowMe app.

You might have heard or read about students using technology for creation rather than consumption. The idea is to use technology to create – be it through images, audio, video. I would also add that the power to make their work public, shareable and partake in peer review makes the creation process meaningful. Consumption is when we are simply reading or watching on our screens. In a matter of minutes, a student can use an iPad to take photos and video, combine it into one movie and narrate it with text and music, then share it with others in another city or country. I’m not talking about making award winning masterpieces, but the possibility to create and share in the moment. We all know there are millions of apps for iPads and lots more developed every day. I think, however, the real power of teaching and learning with an iPad isn’t through digital worksheet apps but finding a few core ones that allow students to create content.
It’s part of their environment…

Not too young...
Not too young…

One afternoon, I was walking across the playground to return to my classroom. I stopped to watch a pre-schooler take photos with a point and shoot camera. Her teacher suggested that she show me her pictures. She started to swipe the display of the point and shoot camera. It did not have touch capability. Her teacher and I laughed privately. This happened five years ago. The iPad is only five years old but we are now working with a generation of students who don’t remember life without touch technology. To them, touch is not even technology, it’s part of their environment and how they live, interact and learn. The iPad doesn’t replace the laptop, it enhances it. We are fortunate enough to have both for our students. And don’t forget, it’s not about the technology, tools or apps, it’s how they are used. Let’s unlock the power of synthesizing these tools to allow our students to become creators rather than consumers. I for one can’t wait to see what they produce.
Resources:
Kathy Schrock’s iPads4Teaching http://www.ipads4teaching.net/ 
Langwitches Blog http://langwitches.org/blog/
iPads in Schools LiveBinder http://www.livebinders.com/play/play_or_edit?id=26195
Ning http://ipadeducators.ning.com/

Make Something!

I’ve always been interested to see how far students could take their imagination if they were given the resources to do so. As we move towards our L21 goals, I’ve been reading up on Maker Space and the different Maker environments to see what there is out in the world, here in China, and right here at ISB.
IMG_0004Michael Gorman talks about some of the reasons that our students should be “making” something in our classrooms. As we move towards a Project Based Environment in our schools, some of these “maker” skills can be applied to these projects as well as incorporate STEM skills.  Maker students can envision, plan, play, innovate, collaborate their projects in the most creative ways. Given the space and resources to do so, we can see students learning with their experiments in their original and creative ways to make their ideas into a reality.

Some points that Michael makes about positive outcomes of Maker students include:

  • Provide for student opportunities to enhance Project, Problem, Design, Inquiry, and Challenge Based Learning
  • Introduce students to the iterative process for problem solving
  • Promote service student learning by identify and inventing solutions to local and world problems
  • Introduce students to the iterative process for problem solving

For the past couple summers, there have been Maker Faires in Shenzhen, China’s “Silicon Valley”. This exposed many local and international groups especially in education to include some sort of Maker opportunities and emphasis in their schools.  Randy Stadham has gone to the last two Maker Faires and has been leading the Grade 4 in making robots for competition.
In Middle School, Randy Williams and Steve Sostak have their own “Baby Maker Space” up in rooms 3122 and 3123  and have been creating all sorts of projects in their lab . Students learn a skill and then create in Open Make.
I was also part of a group of students that presented some of their Maker projects as part of the Middle School Global Issues Network(GIN) Conference in Singapore this past May. Students were able to tie their ideas into a sustainable COMPASS education model.
Screen Shot 2015-09-07 at 14.36.42
My curiosity has led to see  that we are part of a growing, great, creative, collaborative, and awesome Maker Movement here at ISB.
Further readings and ideas for activities:
http://makezine.com/
http://www.instructables.com/
http://www.inventtolearn.com/
https://www.clarity-innovations.com/blog/sberry/five-ways-bring-maker-education-your-classroom
Post by: Pim Arora